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-   -   Orcish Empire (http://forum.shrapnelgames.com/showthread.php?t=19602)

Kristoffer O July 11th, 2004 12:29 PM

Orcish Empire
 
New mod available.

Abysia and Ti'en Ch'i replaced by rivalling orcish nations. Nice new graphics. Enjoy!

Lepakko July 11th, 2004 05:07 PM

Re: Orcish Empire
 
thx!

but..it foud be nice to see orc nation in normal Version

so we coud get new race... it coud be add in next patch

but.. do that mix game... or it need lots of work to add new race?

Lunaticus July 11th, 2004 10:46 PM

Re: Orcish Empire
 
This mod looks great thematically although I am not yet sure if its balanced.
Question to the mod-developer: Can I assume its intentional that both empires have no units with priestly powers and need to rely on "neutral" priests?

Molog July 12th, 2004 03:46 AM

Re: Orcish Empire
 
Chief of the guard has only a fist as a weapon.

Catapults look nice.

[ July 12, 2004, 02:47: Message edited by: Molog ]

weiSsi July 16th, 2004 03:07 PM

Re: Orcish Empire
 
The balancing thing:

send me ur experiences, i hadnt enough time for testplaying. i would be glad for any help.

thanx.
ps. sorry for my bad english http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK July 16th, 2004 07:16 PM

Re: Orcish Empire
 
The graphics and unit concepts are nice!

Aside from the orcs and most of their stuff being better and cheaper compared to other units in the game, I'm not sure about balance between the two. Do you want them to be overpowered versus everything else, or are you interested in how to make them on the same scale against other units?

These orcs are supposed to be like Warcraft Orcs? They're like elite demi-trolls with slightly super equipment, no?

Even some of the regular weapons seem to be on scale with magic trinket weapons, rather than normal weapons:
Most daggers are 2 1 0 0 but your Orcs' daggers are 3 2 1 1.
A regular two-handed battleaxe is 9 ordinary damage but your Waraxe looks one-handed and does 10 damage and is armor-piercing.

PvK

PvK July 16th, 2004 07:19 PM

Re: Orcish Empire
 
The catapult fires every turn? Seems like it should only fire once every four turns or so.

PvK

Tuidjy July 16th, 2004 07:30 PM

Re: Orcish Empire
 
I don't think that they are overpowered, actually.
They have a nice early punch, but but I think
that they are not even competitive later on.
Abysmal research, no priests... once magic comes
into play, they will be as bad as basic/IF Ulm.

Boron July 16th, 2004 07:36 PM

Re: Orcish Empire
 
yeah they too need strong national troops like with cohens crusaders mod http://forum.shrapnelgames.com/images/icons/icon7.gif
in early game they are very great but when magic comes to play they will loose the egde.
i didn't play to far with them until now but i think the orcrace which gets the unique shaman from beginning could quite quick research conj6 for spectres to speed up research .

PvK July 16th, 2004 11:46 PM

Re: Orcish Empire
 
Heh... ya everyone needs "strong" national troops like Cohen's Crusaders! http://forum.shrapnelgames.com/images/icons/icon12.gif

I tried them out a bit and I guess I mainly think some Ratings are higher than make sense, rather than higher than are balanced for the entire nation in a high magic game.

Some things are severely off the usual scale for gold and resource costs compared to what you get. That can be all right if that's what you want, but if you want things to have appropriate numbers compared to similar things in the existing units, then I think there are several things I would change, like the "daggers" that are +1 to everything including length, and the 22-hitpoint orcs (unless these orcs are _supposed_ to be like half-ogres, or to be like Claymen).

The gold and resource costs are much lower than unmodded units with similar or lesser skills or equipment. However that could be the special ability of the orcs, which is fine.

The double hitpoints and built-in (magic ?) superior weapons seem more like mistakes, though.

I'd rather go even further and halve the cost of common orcs from 8-10 to 4-5 gold, but give them half as many hit points, change their daggers to normal daggers, perhaps change them from defense 10 to 9 (since they have attack 11 and are not elite troops). That would actually make them more powerful, in some ways (two for the price of one), but would make more sense to me than the super hit points and superior weapons, etc.

If these are based on Warcraft though, and in Warcraft the Orcs are like half-ogres, then maybe it's partly that I don't recognize what's trying to be represented.

PvK


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